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Everything posted by Psyrus

  1. The Wrench - August 2018

    That AK5 C is almost 40k triangles... is that consistent with the other squad weapons?
  2. Pasted my 3k

    Seems like it's been just over 1000 days since steam started counting (15/12/15) so that's a solid three hour daily average... https://www.timeanddate.com/date/durationresult.html?d1=15&m1=12&y1=2015&d2=11&m2=9&y2=2018&ti=on
  3. Ticket count

    Make it so you can only join squads while alive (except on your initial load into the server before you've spawned in the first time) like they do in PR Edit: To expand on how it was done in PR... - You could only join squads while alive. You could leave squads or be kicked at any point, alive or dead. - Upon joining a squad while alive, you would have an initial 2 (1?) minute "kit request" block that meant you couldn't just jump between squads trying to find one where you could quickly grab that marksman/AT/etc kit - Specialty kits had a "reset" timer, whereby after someone spawned in with one, a timer would start ticking down (2 minutes, 5 minutes, 10 minutes - depending on the value of the kit) such that dying and respawning quickly would render the kit unusable in that squad/team until the timer had expired. So dying to refill the ammo was largely an unused tactic unless the player had been alive for quite some time.
  4. Almost every sound causes lag

    This happens in both the online play and "training grounds" map (offline)? I assume no other games exhibit similar issues... and have you run benchmarks recently to make sure that everything is running smoothly on your system end (comparing to other systems of similar specs)? https://graphicscardhub.com/graphics-card-benchmarking-softwares/
  5. [WIP] Mogadishu Map (Black Hawk down scenario)

    Sorry I'm a bit confused about how that relates to what I was mentioning, but in any case best of luck with your map! It's looking good for sure.
  6. [WIP] Mogadishu Map (Black Hawk down scenario)

    Your object density looks like it's going to be really high and unless something has changed as of late... you might run into some decent CPU bottlenecks with the way it is now. Are you using mesh instancing (if it's possible in this case)?
  7. This game needs Public Servers asap!

    Free for all servers historically haven't provided a good gameplay experience, from what I've seen in PR and Squad. The gameplay when admins are not present or on servers that specifically strive to take a "hands off" approach to trouble-makers (whatever that means in their particular context) tend to be a cesspool. There's nothing stopping yourself and a few like-minded individuals from setting up a "public"/"Utopian" server that fits the above requirements (aside from ML based bot?) and seeing how far it helps the community I suspect that people will continue to gravitate towards servers with strong administration and rulesets that promote gameplay that they/we enjoy. But I could be wrong of course, and would be happy to be proved wrong.
  8. Nvidia RTX in Squad?

    Nope, those things would have to be controlled by the server to maintain consistency between clients. The clients simply display what the server tells them to
  9. The pitfall that is community feedback

    Oh you're right, sorry I did it while I was doing some other stuff at work and was only half paying attention... my bad! Edit: I see what happened, December is on the left and January is on the right -____- Edit Again: Here's a fixed up one.
  10. The pitfall that is community feedback

    Squad's playerbase definitely hasn't grown proportionally with the number of owners, which is sad, but I personally haven't played in a few weeks/months because I got busy and it requires too much energy/time when work is busy. It certainly hasn't flatlined though. Year on year growth is occurring (slowly) and hopefully with more assets/maps/gameplay improvements, the growth can accelerate. We can see like last month that there were less average players in July 2018 than 2017 though, which is not a *great* thing to see.
  11. Switching squads to spawn

    Project Reality's method of not being able to join a new squad while dead worked really well to stop this kind of behavior. At first I hated it but then it grew on me and really does work. Edit: Of course the initial "joining" time to the server allows anyone to join a squad as many times as they want, but if they have been killed/give up, they won't be able to join a new squad until the next time they spawn.
  12. Oh wow... it's officially released already... not in Beta or whatever anymore? Yeah... nah
  13. On Behalf Of All Scouts - CHECK YOUR MAP

    I/we should definitely be more vigilant, however if 50% of your mines are being hit by friendlies, have you considered that perhaps the mines should be placed in areas that the enemy frequent more than friendlies do? Something that worked well for me in PR but I haven't done in squad much is assigning one of the passengers to map/mine check duty. They inform the driver of any upcoming friendly mine patches, and ideally if there is a front passenger seat, that person is visually checking for potential enemy mines. It was easier in PR because they could not be buried, but vigilant eyes can still potentially see them. Another option that I don't know if you've explored, is as a scout, checking your map frequently and when you see any vehicles on the move, radio your SL to warn their SL to inform the vehicle about mines ahead. It's a very inefficient communication line but losing a logi-truck or APC to mines is a lot worse for everyone IMHO Let's all do better together!
  14. [WIP] Black Rock Beach (Vanilla & JO_mod)

    Looks like those trees just have the worlds' worst LODs ever?
  15. Won't the new spawn mechanics make the "corner" final stands hard to defend as well? Sure there are less ways to assault from, but I feel like the last flag for the defenders should be a real bitch to take, but perhaps that's just me
  16. Give SL more Power over their Squad

    Personally I'm of the same opinion. I feel like using development resources on something that can be solved easily by just communicating with people like adults is somewhat wasteful especially with a dev team that is reasonably small.
  17. Best advice I have for you is: - Disable all anti aliasing - Turn sharpening to 50%
  18. July 2018 Recap

    That's interesting.... I feel the opposite for some reason... This one was far more interesting or exciting for me to read than the last two, but I also can't put my finger on why. Edit: I apparently lied. I went back and looked at the last 3 and I was equally excited about last month's one... because they're basically the same thing except with more detail in July's. May's one really didn't do it for me, probably because I don't do vehicles much.
  19. Lases and support were always appreciated And yes for sure there were/are people who play the role in a fantastic team based way (and maybe my strong wording at the end was a little unnecessarily pointed) but I definitely had far more negative experiences with the role than I did positives. I suppose the biggest gripe that I have with it is that while there may be a couple of instances in a round where the sniper role makes a big impact, I feel having 2-4 players on the ground or in assets makes for better gameplay overall. If the player limits were higher (200?) I would actually be quite in favor of a dedicated sniper role as the battlefield would feel much more populated and thus we wouldn't miss just 1-2% of the players, and due to more going on at any time, their "meaningfulness" could thus be amplified. My issues with the snipers and locked squads always come down to the current limitations of the game, rather than a fundamental issue with the ideas themselves
  20. I played literally thousands of hours of PR (as a SL) from 2006 to 2015, and can count on a single hand how many times a sniper in that game helped "shape" the battlefield. It's a nice theory, but a sniper role is the easiest way to identify the people who are playing these kinds of games for the wrong reasons. The only time they had a meaningful impact in PR was when they were a CAS squad's SL, and would first take out AA positions with the rifle then use the GLTD to laze targets in the area for CAS. Every other instance was just a guy on a hill jerking himself off about how sick that last headshot was that no one cares about.
  21. Yeah this seems like a decent QoL improvement for SLs
  22. I agree with this to be honest. I think some of the ideas here about Logistics SL etc sound pretty cool in theory, but I feel like it would hurt the gameplay significantly by creating barriers to flow because, for example, this round no one feels like being restricted to the Logi SL ALL round, and so the number of fobs drops, or people do it begrudgingly.. which I'm not a fan of.
  23. Just as a side note, I noticed that in V11, I was GPU bottlenecked on Fools Road and Chora when looking in the direction of the action. Did you check your stat unit to confirm it was CPU based bottlenecking?
  24. I'm in full support for the flag pole at main that takes you back to the spawn screen with no ticket penalty.
  25. I'm seeing a lot of these which I haven't seen in other peoples' logs before: [2018.07.18-00.38.06:224][ 21]LogD3D11RHI: IDXGISwapChain::SetFullscreenState returned 887a0022; waiting for the next frame to try again. /*******************/ [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: === Handled ensure: === [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: Ensure condition failed: HasServerFunctionality(this) [File:d:\g\pipelines\release\S\Squad\Plugins\OffworldCore\Core\Source\Squad\Private\Player\SQSoldierNew.cpp] [Line: 3845] [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: ServerLowerWeapon function is only intended to run on the server. [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: Stack: [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADC18826 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADB861FB [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADB94FE6 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000B07ECB4D [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000B051A7E1 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADCA5292 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADDDF6F0 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AED56F04 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000B02CEBC1 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000B07DA35D [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000B07F9518 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000B07F39F4 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AED60460 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AED410BA [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AF49B376 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AF49D12D [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADAF0D2E [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADAF0FAF [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADAFF178 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AF4A5BC5 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AF4A7982 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AF1636C7 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000AF043F1E [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADACED49 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADAC67BC [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADAC681A [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000ADACF631 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: squad.exe!0x00000000B0ADF327 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: KERNEL32.DLL!0x0000000031743034 [2018.07.18-00.58.59:801][356]LogOutputDevice:Error: ntdll.dll!0x0000000031891431 Neither of those chains of errors occurred before you crashed (as the timestamps show that you kept playing) but there seems to have been some issues with your DX11 and the "set full screen" thing. Try playing around with borderless / windowed / fullscreen options, although honestly I don't think that is the cause. This also stood out to me, but I am not sure if that's just normal: [2018.07.18-00.33.30:385][ 0]LogWindows: 3. 'NVIDIA GeForce GTX 1060 3GB' (P:0 D:0) [2018.07.18-00.33.30:385][ 0]LogWindows: DebugString: GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter FoundDriverCount:0 [2018.07.18-00.33.30:385][ 0]LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 1060 3GB [2018.07.18-00.33.30:385][ 0]LogD3D11RHI: Driver Version: Unknown (internal:Unknown, unified:Unknown) [2018.07.18-00.33.30:385][ 0]LogD3D11RHI: Driver Date: Unknown It means that it can't read or can't identify what driver version you are using. Have you updated your GPU drivers lately? Edit: Try this https://www.geforce.com/drivers/results/135676